Today was a day primarily saved for little bug fixes here and there; the levitating platforms could actually be used like a magic carpet, so I placed a quick sweep check that would prevent the player from being able to move it while directly above it.
As for that, I also coordinated the bow color to fit Vala's main color and placed a distance limit on warps. What else?
The big stuff comes tonight, as I'll be working on calculating not only normals for the terrain, but binormals and tangent vectors.
What are those? If we already know what the normal is from previous posts, we can imagine that the normal can be treated like an axis (y axis, for example). In that case, the tangent vector (doing exactly what a tangent does) is the x-axis for that example (perpendicularity), and the cross product of those vectors produces the binormal.
What? Those x, y, and z pieces can be represented as colors? That's what a normal map is all about! In that case, we can point the normal based on whatever color is sticking out at that pixel. In that case, the pixel shader calculates the diffuse lighting based on the normal changed by the map sampling instead of an actual normal, which produces much more detail.
Visual details may come today or tomorrow! Still calculating those vectors I was talking about.
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